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Archraevor is a fantastic and magical realm. There are heroes in it, and villains. There is light and there is dark. There is good and there is evil. But first and foremost, Archraevor is a land of adventure. Shining golden Stars change hands, used as money. A hundred times worth less than stars are silver Tips. Monsters roam these lands, and gods.
The Archraevor Role-Playing System is a system designed to simulate adventures within the land of Archraevor, though it can be adapted for use in other settings. It’s intended primarily for use on the internet. This is why it features dice less, but requires micromanagement of certain stats. Attempting to play it in real life would probably result in frustration as there is a lack of fast and easy methods to edit gameplay features.
To play Archraevor, you need a Game Master, or GM. This is the person who will guide you through your adventures. Normal interactions are primarily roleplay-based. Thus, you would go “I approach the stranger” and the GM would tell you what happened next. However, certain situations(such as combat or skill challenges) require you to rely on mechanical methods.
It is recommended that at least 4 players play Archraevor. This is so that a wide mix of skills, races, classes and so on can be provided for, making gameplay easier. An NPC won’t talk to any non-Elves? No problem, the Elf in your party can step forward. You need someone to challenge Gregor the Mighty in an arm-wrestling contest, but you’re playing a scrawny mage? That’s what your burly fighter is for. It is possible to play with up to 10 players with a minimal of story changes, but any more than that and it’s difficult to coordinate all the players.
This guide will not provide you with any adventures to play. That’s for the GM to create. It will, however, teach you how to run through an adventure, and how to create your characters.
The core mechanic of Archraevor is the skill roll. Whenever you attempt to do something risky or complicated, you will roll dice and add it to your relevant skill or statistic, factor in modifiers and match it against a target Difficulty Class, or DC. If in doubt, make a skill roll.

To create a character for use within an Archraevor roleplay, you will need to specify many things about your character. When you create a character, remember that all characters start with 300 hero points. These points can be spent on stats, skills or perks, and increased by taking disadvantages.
Your original character sheet should never be deleted, even if the game has started. That post will reflect not only your initial character but any changes you might pick up along the way. Like I said in the post above, this would be fairly tedious to keep track of during an actual game but through the power of computers, you can manage easily.
**Name**
This is the name of your character. Choose your name wisely. Make sure it fits according to your race: an Orc called Bumblefree Flutterkite would be out-of-place unless you specifically intend to play an Orc outcast. If your name is heavily inappropriate for your race, those of your race might have different reactions to you. Even worse, if your name is a typical name of a particularly hated “enemy” race, these negative feelings might translate on to you. For some races, a name might signify special status, such as membership within a clan or being within a particular caste.
**Age**
The typical “adventuring” age is given in the description of each race. This is roughly equivalent to 21 in human years, translated to account for the fact that, for example, Elves live for thousands of years, and might only be ready to begin adventuring when they are centuries old while a pixie might be fully grown at 16.
Remember, you don’t have to make that age exactly. An enthusiastic young pixie might want to go off on her own at 12 while a human priest might decide to become a full member of his religious order before going out into the world, a process that might take decades.
Another thing to keep in mind is that a character that is too old might be required to take physical disadvantages such as Deafness while a too-young character might have to take mental disadvantages like Recklessness. These advantages DO count toward any disadvantage-cap the GM may have set.
**Class**
A class is the profession or set of talents that you decide to take up. Your class usually determines your role in the party; a Cleric almost always is assigned to healing party members while Archers are usually located shooting arrows at the back lines.
You may take up a second class at level 2, and from level 3 and above you can start taking secondary classes. This is gone into more detail in the Class section.
**Race**
Your race is the type of creature you are. Are you an orc? An elf? Each race has its own benefits. For example, humans get the free racial perk of being able to speak two extra languages due to the fact that they’re found all over Archraevor and are generally accepted by almost every other race.
Some races also gets special disadvantages. Orcs, for example, are unable to use Martial Arts as their primitive minds and overlarge bodies are simply unable to do it.. Some of these disadvantages are not even covered in the standard disadvantages list. And some disadvantages are more subtle. Half-Elves, for example, are treated with mild contempt by most elves.
Every race except humans have their own racial traits. This means that they get changes to certain stats based on their race. Choose your race carefully; your race cannot be changed once you create your character. Some classes are particularly suited to certain races. Elves have a natural affinity for magic, so if you want to be a mage an Elf is a good race choice.
**Perks**
Perks are the special abilities that your character enjoys. Examples are a thief who chooses to take the perks of Trap Sense and Perfect Balance. In this case, he could use these perks to his advantage. Trap Sense could be used to help the party find and disable traps and Perfect Balance would be good for stealing or fighting in precarious places(such as on the roof of a house).
Remember, you can choose to take perks not just because you think they will be useful but also for fun. Although I expect most players to play Archraevor for the purpose of advancing in levels and gaining power, the casual players who just want to have fun and mess around can pick perks like Merchant V. It might be nigh useless in a dungeon, but it certainly would be amusing to talk traveling vendors into selling objects for pennies and paying exorbitant prices for useless trinkets.
**Disadvantages**
These are the things that bring down your character and provide barriers. Some are hugely debilitating, such as Blindness, while others are mild, like Cowardly. However, just like perks cost hero points, disadvantages actually give you extra hero points. To prevent a highly-flawed but godlike character, your GM might impose a limit on the number of points you can gain from this method.
Remember that although some disadvantages, like Weak-Fisted, have solid penalties(a -2 on hit and damage rolls while unarmed), others are more role-played out. As a counterexample, the Reckless disadvantage specifies that your character tends to rush into situations. The extent of this will have to be decided between you and the GM. Let’s say that you see a group of enemies. Does the Reckless disadvantage compel you to immediately attack them? A common way to resolve this is to make a roll against your Will or another appropriate stat(in this case, it would be appropriate to make a 2d10 roll against your Will to see if you attack the enemies or not).
**Spells**
This section is only applicable for magic-users, and it lists the various spells and cantrips that you have learnt and are able to use. If you’re not a magic-user, you can discard this completely, though if you learn a spell at any point through artificial means(multiclassing, secondary classing or a Cosmic spell) you have to edit your character sheet to add this.
**Equipment**
This is the items you have with you. Mundane, common items like a quill, paper, rope and so on you are assumed to have as part of your adventurer’s kit that every character starts with (unless specified otherwise by your GM), and are not listed in the Equipment section. Things like magic swords, potions and the current amount of money you have on you are listed here.
See the Equipment post for more information about equipment and what sort of items you start with.
**Allegiance**
Your allegiance can be to a nation, a religion, or both. All clerics have an allegiance to a religion unless they’re Grey Clerics, and others can have religion allegiances as well, although usually(but not always) not as intense as those by a cleric.
Most characters are an allegiance to a nation. Depending on the allegiance or religion, you might be required to follow certain codes or ethics. For example, followers of Archelon are required to never show mercy to an enemy, while people who have an allegiance to a nation are usually required to adhere to its laws. Breaking of these rules will break your allegiance(unless specified) until you can redeem yourself somehow(eg. by going to jail, by completing a difficult quest to show your faith and so on). Some violations are so grave they can never be forgiven, and some religions are so strict that a follower who has strayed from the path can never come back again. In this case, the allegiance is broken forever. Allegiance to a nation can be kept even if the rules are broken if nobody knows, but a religion’s god knows all; you can’t ever hide from those.
But it’s not all bad. Deities and gods can teach magic-users Cosmic spells(in fact they are virtually the only way to learn Cosmic-level spells) and people of the same allegiance will be more willing to help you. A citizen of a nation can rely on help from the peacekeeping forces and military of that nation if he is attacked in public, for instance. If you’re part of a certain sect or order, you may also request favors or aid from members of that same order that you come across in your travels.
You may have no allegiance at all, in which case you will be viewed as a complete outcast and outlaw and will be treated with contempt and scorn, as well as suspicion and dislike by most NPCs in Archraevor. Not having any allegiance is not recommended.
Outside allegiances, such as a deep bond to your best friend, or an orc’s allegiance to his clan, should also be listed here.

The following is a list of the playable races found within Archraevor:
## **Humans**
Humans have multiplied and cover the whole of Archraevor. They are commonly found pretty much everywhere, and excel and almost anything. They speak Common.
Racial Perks:
_Versatility_: Humans as a whole are proficient in a wide variety of skills and professions. As such, they receive an extra ten hero points when building their character.
_Extra Languages_ Humans start out knowing the language of Common as well as two other languages(the other languages are Old Language, Orcish, Elvish, Dwarven, Fae, Dracon and Primal). You start with 10 extra hero points.
Racial Disadvantages:
_Racial Contempt_: Are viewed by powerful races like the Illithid or Giants to be slightly pathetic as they think that humans are too varied and changing to ever leave much of a mark on the world at large.
Racial Traits: None.
## **Dwarves**
Dwarves are short and prefer to live underground. They’re generally masters with metal and heavily devout to their religions. Dwarves have a special social system called the Carn. A group of dwarves, usually living in the same cave and with close personal ties, are called a Carn. A single Carn is comprised of about 100 to 200 dwarves, and entrance to a Carn is usually hereditary. Carn members are close to each other and will aid each other.
Dwarves speak the Dwarven language.
Racial Perks:
_Dark Vision_: Dwarves can see in the dark, no matter how dark it is. Even in pitch-black with zero light, a dwarf can see as clearly as if it was day.
_Metal Sense_: Dwarves can get a sense of how a device works, provided it is metal. They can also detect nearby metal traps and other metal architecture.
_Enhanced Caveworm Battling_: Centuries of battling against the giant underground caveworms have taught dwarves to fight them easily. They get a +1 on hit, damage, dodge and defense rolls against caveworms.
_Ally Group: Carn_ : A dwarf may call upon the other members of his Carn for help in a dire emergency. Limit of this is decided by GM.
Racial Disadvantages:
_Racial Contempt_: Elves, Fae and hyperintelligent races like the Illithid feel contempt toward them for being not as smart as them.
_Devoutness_: If dwarves break any allegiance to anything at any time, they feel extremely stressed and uncomfortable, causing them to deduct -1 from all skill rolls, including combat rolls, for the next three days.
_Bad at Ranged Weapons_: Dwarves have a natural disgust for ranged weapons. If forced to use a ranged weapon, their effective range is half that of the usual range.
Racial Traits:
-2 Int,
+1 Will,
+2 Con,
+1 Str,
-1 Dex,
-1 Cha
## **Elves**
Elves are tall and fair, and live mostly in the woods. They are experts with both magic and archery, and they live in wooden cities. All elves adhere to a single ruler, the Eaeskon, or Elfking. They follow a code known as the Spirit of the Forest, which means that they cannot kill or severely injure unless in self-defense and must not defile any place of natural beauty.
Elves are particularly inclined to worship Lunaeric, the Soul of the Forest(a minor deity), and Mephisfen, the Enchanter of the Gods(a major deity). Elves speak Elvish.
Racial Perks:
_Night Vision_: Elves can see clearly even in dim conditions, though they remain unable to see fully in the dark.
_Archery_: Elves are naturally talented at using bows. An elf can choose between having the Archery(Bonus) perk and the Archery(Multishot) perk. The Archery(Bonus) perk allows an elf to gain +1 on all skill checks related to archery, and the Archery(Multishot) perk gives an elf the Multishot feat, allowing him to fire more than one arrow at the same time.
_Magical Aptitude_: Elves will not have a spell explode, even if they roll a critical failure while casting a spell. In the case that they roll a 1, they will not have to roll again for critical failure; the spell will merely fail as per normal.
_Sense of the Forest_: While in forested or wooded areas, Elves get a +1 to all Perception checks.
_Familiar_: Elves may take a familiar that is a common woodland creature without having to take the Familiar perk.
Racial Disadvantages:
_Spirit of the Forest\_: Elves have to adhere to the Spirit of the Forest. Failure to do so will result in divine retribution from Lunaeric as well as extreme hostility from other elves. They may redeem themselves from breaking this code by restoring a tainted, blighted or otherwise corrupted forest to its original state._
_Allegiance: Easkon_ : Elves have to follow all laws and commands by the Easkon. Failure to do so will result in the elf being set as an outlaw and criminal from elven society at large.\_
_Haughtiness_: Elves are naturally haughty and in contempt of other races. This gives them a -1 to certain Charisma checks(as determined by GM) to other races. Charisma checks to races listed as having a Racial Contempt or Social Stigma from elves -2 instead.
Racial Traits:
+3 Int
-1 Con
-1 Str
+1 Dex
-2 Lift
-1 Fort
## Orcs
Orcs are brutal creatures, large of stature and green of skin. They are often primitive and slow-to-learn, and live in clans. These clans are almost constantly at war with each other, unless teaming up to raid a human settlement. Orcs tend to live in the mountains and wastelands. An Orc’s name is in the following structure: [given name][family name][clan name]
Orcs speak Orcish.
Racial Perks:
_Clan Honor_: An Orc may call upon his clan for help in times of dire emergency. However, this may cause him to lose status amongst other Orcs as they view him too weak to defend himself.
_Bloodthirsty_:An Orc which has slain a creature gains a +2 boost to STR and CON for 5 rounds. This effect refreshes, but does not stack. That is, an Orc who has 3 more rounds left of Bloodthirst that kills a creature gains rounds of Bloodthirst up to five only; the does not get 8 rounds.
_Axe and Hammer_: Orcs are naturally proficient with axes and hammers and will not receive any penalties while using them, even if they have a mastery in another weapon type. Artificial penalties like cursing the weapon or using exotic axes and hammers still apply.
_Battle Roar_: Once per encounter, Orcs may choose to let loose a battle roar, Deafening all enemies around him for 2 rounds and giving a +1 to hit and damage rolls to all allies around him for 1 round.
Racial Disadvantages:
_Social Stigma_: Orcs are universally hated by intelligent races. They are often discriminated against in large settlements like cities.
_Contempt for the Weak_: An Orc that is shown to be a coward or weakling will be placed as an outcast amongst Orc society and other Orcs knowing of his status may try to kill him to gain status themselves.
_Magical Inaptitude_: Orcs cannot use magic naturally. They may still use magical items and scrolls.
Racial Traits:
+2 Str
-2 Int
-1 Spd
+2 Con
-2 Will
-1 Dex
+1 Lift
+1 Fortify

There are five basic stats in Archraevor, and two substats for every stat except CHA.
The basic stats are Strength(STR), Dexterity(DEX), Charisma(CHA), Intelligence(INT) and Constitution(CON).
Each basic stat costs 10 points to gain a level in, and each substat costs 5 points to gain a level in. A substat starts out equal to the level of its related basic stat.
To calculate the level of your stats before hero points, roll 1d6 and add it to 10. This is the starting level of your stats; an average human has stats of about 9 or 10, but since you’re a mighty adventurer, you get significantly higher stats.
**Strength**
Strength represents how strong you are. You may be required to make strength rolls to bash through doors or throw heavy objects and so on. Strength is used as a modifier when determining how much damage you deal with a melee weapon.
_Carry_
Carry is the weight that you can carry around. It is calculated by taking your Strength score, deducting ten and then using the result multiplied by three. This is the amount of Carry you have. You may carry objects which total weight in kilograms is equal to your carry without any encumbrance. Any more than that and you have to reduce 1 from appropriate rolls(as determined by your GM, though common penalties are speed and DEX).
Once your weight hits twice that of your Carry, you may not carry any more weight.
_Lift_
Lift is slightly different from Carry as in it represents the amount of objects you can lift up but not carry around. Thok may be able to lift up a giant boulder, but he would be unlikely to carry it around with him. Lift is determined by taking your Carry multiplied by two.
When lifting an object, you may not move long distances with it.

[Perks](https://docs.google.com/document/d/1AyeVHdldU0BiIG786Ts6mFOybbGxRU_Tt7763eCWgM0/edit?usp=sharing)
**Perks** are bonuses that you can give your character at the cost of hero points. **Disadvantages** are the opposite; they encumber or block your character in some way, but give you additional hero points. The GM often sets a cap on how many points can be earned through taking disadvantages.
A perk is written like this:
> **Perk name**
> (Hero Point Cost/Hero Point Cost per level as well as max level),
> Description of perk
> [Suggested mechanics of game that are altered if character takes perk]
Note that the suggested mechanics are just that- suggested. The GM may modify or remove the advantages of a perk in game terms at any time. Some perks do not have suggested mechanics. This means that you’re supposed to roleplay the perk and may enjoy intangible advantages, but not solid ones. Note that all perks MUST be roleplayed even when there is a solid mechanic that it alters(+1 to strength, for instance). If you have the Wealth perk, you do not merely gain Stars every fortnight passively. You also have to take into account that people might react more or less positively to a wealthy person, and so on.
The same goes for disadvantages. If a GM feels you are abusing a disadvantage by taking a fully roleplayed disadvantage and not roleplaying it at all, he may choose to ask for the hero points back.
As a further caveat, the GM can also stop you from taking perks that don’t make sense, like a human taking Flight, or contradictory perks(such as having the Night Vision perk and then taking Night Blindness as a disadvantage).

Holy hell, this is ambitious and complex! This kind of large-scale RPG is just what this forum needs. I assume there can be multiple campaigns going on at once, in theory? Let’s just hope that people are interested. Keep up the good work!

> *Originally posted by **[Cwovictor](/forums/36/topics/360932?page=1#posts-7451715):***
>
> Suggestion: Elfes, dragons, dark elfes.
I believe the correct spelling is Elves and Dark Elves. I also doubt Dragons would be an acceptable player race. A more likely choice would be along the lines of Dragonkin, or otherwise more anthropomorphic versions of Dragons.
Also, I would be interested in knowing if you would be taking suggestions, as I have recommendations in the form of the Void and Arachnians I originally created for the Indon setting.

> *Originally posted by **[MasterCheif987](/forums/36/topics/360932?page=1#posts-7452917):***
> > *Originally posted by **[Cwovictor](/forums/36/topics/360932?page=1#posts-7451715):***
> >
> > Suggestion: Elfes, dragons, dark elfes.
>
> I believe the correct spelling is Elves and Dark Elves. I also doubt Dragons would be an acceptable player race. A more likely choice would be along the lines of Dragonkin, or otherwise more anthropomorphic versions of Dragons.
>
> Also, I would be interested in knowing if you would be taking suggestions, as I have recommendations in the form of the Void and Arachnians I originally created for the Indon setting.
But here’s a note on Dragonkin: They don’t have breasts. Learn biology if you think they do.

Disclaimer: 99% of this RP is blatantly ripped off GURPS and D&D but with more elegant phrasing(let’s face it, Enhanced Tracking is such a cheesy and misleading name when “Double Aim” will do just fine).
Dragons will not be a full player race, but I will be doing Dragon-Bloods, essentially humans that have the abilities of dragons and shit like that.
Also most of the rolls in this game wont’ be “roll 2d10 to see if you manage to find the hidden door”, it’s more like “okay, GM, I got 14 points in Search and rolled a 17… does that mean I find the door?” and the GM will decide for himself. I try to give more emphasis on GM play so the GM isn’t basically a “read out the pre-created adventure and ensure rolls are valid” guide.

You can’t suggest nations and religions, sorry. I have those very specifically planned out. You can suggest alterations to nations and religions once I post those.
Also I edited the Dwarves section so they can call on their Carn for help in tight situations and the Human section so they get an extra ten hero points. I’ve thought it over and I believe this would be more balanced.